- October 19, 2015
- Devespresso Games
The Coma: Cutting Class
Platforms
About
"The Coma: Cutting Class" is a survival horror game set in a darkened, deserted high school. As student Youngho, players must navigate the nightmarish hallways, evading menacing monsters and uncovering the school's terrifying secrets. With a striking art style and focus on stealth-based gameplay, this game delivers a suspenseful and immersive experience.






- The game features great audio, visuals, and an interesting story that keeps players engaged.
- The art style is beautiful and immersive, enhancing the overall horror experience.
- The gameplay offers a mix of exploration and tension, with multiple endings that encourage replayability.
- The keyboard mapping is poor, and there is no controller support, making gameplay frustrating.
- The school layout can be confusing, with similar-looking classrooms that hinder navigation.
- The run and hide mechanics become tedious over time, leading to repetitive gameplay.
story
25 mentions Positive Neutral NegativeThe game's story is generally praised for its interesting lore, compelling characters, and engaging atmosphere, though some players find it short and occasionally confusing. While the narrative includes multiple endings and intriguing plot twists, it can feel padded with repetitive tasks that hinder progression. Overall, the story is well-written and visually appealing, leaving players eager for a sequel despite some criticisms regarding its brevity and pacing.
“The story and lore is very interesting and fresh.”
“It's a fun game with an interesting story and a very nice atmosphere, though the story can get a bit confusing if you miss things around the school and can actually alter the overall ending (slightly).”
“The game was colorful with a simple but solidly implemented story, and multiple endings which were pretty well implemented.”
“It's not a terrible game; however, it becomes very tedious as you end up just running everywhere pressing 'E'. The story is very short and basic, and the horror element is lost very early in the game.”
“Opening up new areas and progressing the plot in the coma tends to take the form of 'go to this place and interact with this object,' or else 'go to one of these places, but we won't tell you which one, so search the entire school until it turns up.' At best, this often feels padded, passing through the same areas with the same threats just to do one thing you couldn't do before.”
“I often felt like I had no power to actively progress the story until the game decided I'd wasted enough time and waved me onwards.”